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# Re: Connection redirection

- Date: Fri, 23 Feb 1996 02:29:24 PST
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    >I'm not sure how easy this would be to implement, or worse, how hard it'd be
    >to clean out the old way.  I will see if I can make a patch for this!

    I just realized though, if you could connect to something without a player
    bit, and a player could be connected as an invalid object, and
    connected_seconds() would have to be handled in-db, and connected_players()
    would require some hacking, I'm not sure how doable this is...  Perhaps it
    could be done this way for simplicity:

    1. Connections may only be redirected to is_player() objects or negative
    ones.  Possibly, not even negative ones.
    2. Connected_seconds() will return the seconds since the FIRST connection
    (ie login screen), not the redirection.
    3. Connected_players(0) returns all valid connected players.

    - Kipp (startin to blabber)
    -----BEGIN GEEK CODE BLOCK-----
    GCS/CC d- s+:- a16 C++ UL++++ P+ L++ E-? W+ !N--@ !o-- K->K++++++
    w++(--) O- M-- V--? PS++(+) PE(--) Y+ PGP-? t+ 5(+) X++ R+++(*)
    !tv b+ DI++++ D++++ G e* h!()(*) r+ !y+
    ------END GEEK CODE BLOCK------
    -----BEGIN NOT SO GEEKY BLOCK-----
    MOO projects:
      RPG Minimal.db:  paradigm.microwave.com 5000
      MOO2000:         moo.microwave.com 2000
      MundoHispano:    europa.syr.edu 8888
    ------END NOT SO GEEKY BLOCK------

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